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Everything posted by [aps]gnat
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Need help with porting a Dingo to ArmA 3
[aps]gnat replied to Miroslaw Kowalski's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Might want to post your config.cpp and model.cfg between some PHP tags here. (Don't like downloading whole addons.... Plus I'm on a train with an iPad :) ) -
? I recall hearing in was something like 255 for A3
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Recommend some videos first
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Panels = screens? Instead, texture a bunch of screens stacked close together like a deck of cards, then use hide/unhide animations on each to cycle through which one you want displayed.
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Vehicles attached to Ship
[aps]gnat replied to Αplion's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
If the action memory point is right beside some Geometry lod structure it usually assists making the action appear quicker to the player. -
How To Pack Custom Heli Skins As An Addon?
[aps]gnat replied to Ranwer135's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Simply create your addon folder, place the simplest CONFIG.CPP (i.e. just a CfgPatches definition) inside it along with your textures. Then use the AddonBuilder on it to make the PBO. When referring to the texture, the pathname will be like; ---------- Post added at 10:52 ---------- Previous post was at 10:28 ---------- Please use this thread, not PM You are confusing a Mod folder (with an Addons subfolder) and an addon folder ............. Have you installed the tools? Are you running P drive? In P drive create a folder like "Rnw_RSPack" Inside place you textures Inside place a config.cpp that has something like this; class CfgPatches { class Rnw_RSPack{ units[] = {"RSPack"}; weapons[] = {}; requiredAddons[] = {}; }; }; Then use AddonBuilder from BI, point it at your new folder, set the destination to your mod folder. Run the tool, you should get a usable PBO in your mod folder. -
AI not controlling Fixed Wing Aircraft turrets Once turrets and gunners are added to aircraft (Class Plane), AI are frozen, do not move the turret to track targets/rotate turret/move gun. Only if target passes in front of AI might AI fire weapons. Turrets are functional, can be moved/rotated by players, can fire weapons. Same bug as ArmA2 here; https://dev-heaven.net/issues/29050 http://forums.bistudio.com/showthread.php?130929-Fixed-Wing-Multiple-Turrets-Testing-Bug ArmA3 FEEDBACK TRACKER REPORT - Please Vote Our B17's, AC130 and even modern laser painting etc of targets from jet fighters needs this fixed.
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My first though: Youre saving as PNG ? .... dont think thats normal. Tried using 32bit TGA?
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Oxygen 2 Texturing, I can't apply texture to different faces,
[aps]gnat replied to Seltix's topic in ARMA 2 & OA : MODELLING - (O2)
? That video was no help sorry. For a start I'm dont flip views like that. I always have the "4-view" panel. (press F9) When you select the 3 or four points down the bottom of O2 it should say 1 face selected. Press A Drag a box Right click inside the box - Load Texture Press B to apply that texture to the selected face (Right-click again- Unload texture) (press A again to get back to the normal edit mode) -
Oxygen 2 Texturing, I can't apply texture to different faces,
[aps]gnat replied to Seltix's topic in ARMA 2 & OA : MODELLING - (O2)
Hi Seltix In O2 you must select ONLY the wall faces that you want the texture on. Several ways to do this, but heres one; For example, in one of the O2 panels (view), select just the 4 points that make the first wall face, apply texture Then select the other 4 points that make the "back" of the wall, apply texture again. Then in a different O2 panel/view, select the 4 points that make 1 side, apply texture. Then select the other 4 points that make the other side of the wall, apply texture again. Repeat for all sides. Using the 3d view panel makes it easier to select and see which points you want selected. Select is left-mouse drag-over the point. Un-Select is Cntl-Shft left-mouse drag-over the point. Greetings from stinking hot Australia :) -
Yes, agree. Lovely work !
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See my lengthy PM. Yes, I definitely read them, at least the first few sentences to see where the hell it's going. Other people have their hand slapped and are forced to put requests in the request thread.
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Converting my aircraft to airplaneX simulation ..... Rumour has it if I add; and have these (basic shaped) wheels in the GEOMETRY LOD (not a Phsyx LOD) it should work ..... Doesn't. Airplane slowly (~5 secs) sinks into the ground until it rests on the main body. The LANDCONTACT LOD doesnt seem to do anything ..... Adding copies of the wheels to the Geometry Physx LOD stopped it sinking, but it typically then wont move. Thoughts? Thanks! (need sample from BI !! )
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Ok, some more testing, and some interesting results. The LANDCONTACT lod is not required, but oddly changes the planes acceleration on ground. Slower takeoff. Not conclusive if it affects flight characteristics. No longer using a PhysX lod, unclear if that's normal or not. For the "wheel" elements in the standard Geometry lod seems it MUST rotate. Oddly once that one fact was changed the plane no longer sank into the ground. This now means the GEO lod wheel has to be VERY round, otherwise it either won't move forward (big flat spot on the bottom of the wheels) or bumps and jumps along the ground like its got square wheels LOL This probably explain some odd "bumpy" ground behaviour of the A-143 Buzzard. Variation testing continues. (and suspension still doesn't work)
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Yep. Which worries me about these so called tickets you keep making. At least the good thing is that THOSE have to be voted on before they create "noise" for BI.
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More evidence that consoles are not designed for REAL gamers :D lol
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Not in front of my computer, but I think for inheriting critical parent info there's a real difference between; Class Plane{}; And Class Plane; I only ever use the later.
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thanks Abs, tested, works, but there very limited complexity to the wheel / undercarriage in that model, so its hard to compare ...... looking to sort through the various differences ....... Oh BI, wheres my A3 plane sample ? :(
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BAFSystems - RAF Tornado GR4
[aps]gnat replied to tom.tucka's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Please correct your team, I agreed to assist with some animations, as I do for many people, but I am not one of your "team". Thanks -
Fixed Wing Flight Model (dev branch)
[aps]gnat replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
Uninstall the LCS/ship, that's the source of the problem.- 874 replies
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Fixed Wing Flight Model (dev branch)
[aps]gnat replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
LOL .... ok, so we worship similar gods ... easy :)- 874 replies
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No, your download link doesnt work, doesnt download :)
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@Abs Sorry, tried your link for the first time today, doesn't work. @John Thanks, still trying to get it to work. Noticed that if I add extra vertexes under wheel in the LANDCONTACT mod it alters which wheels sink and which don't, but havent found a combination where all dont sink. Shit a brick!! If I'd know that I wouldnt have wasted my time ..... Where ever it comes from, don't pretend its yours, provide a link to the info in future.